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The Riftbreaker News

Closed Beta Update, August 8th, 2024

Hello Riftbreakers!

Thank you for your reports in the first phase of The Riftbreaker Co-Op Closed Beta Test! Thanks to you, we were able to address several issues already and add some missing features, including the custom difficulty options. The full changelog can be found below:

[h3]The Riftbreaker Co-Op Multiplayer Closed Beta Changelog, August 8th, 2024.[/h3]
  • Added Custom Difficulty option to Multiplayer modes.
  • Added Sandbox mode to the Multiplayer build.
  • Added new information display on shared items.
  • Added more space for statistics display when viewing a mech upgrade module.
  • 'Destroy Nest' objectives now have proper objective markers.
  • Fixed a crash in ResourceSystem that occurred when placing buildings with pipes.
  • Fixed line breaking in the text chat.
  • Fixed effect attachments in the Gas Extractor building.
  • Fixed player count in dom_manager.lua
  • Fixed several issues with GUI and the use of virtual cursor.
  • Fixed some netcode issues.


EXOR Studios

Co-Op Closed Beta Has Officially Begun!

Hello Riftbreakers!


[h2]We are very pleased to announce the start of the long-awaited Co-Op Multiplayer Closed Beta test for the Riftbreaker! It is an enormous milestone, and we are very thankful for your faith in us and your encouragement leading up to this. The job is not done, though, and we’re here to tell you what the coming months will look like.[/h2]



The first batch of playtesters have already received their access keys to the unique Co-Op Closed Beta version of the game. This special build is tailored for testing online play, featuring a single Survival Mode mission in the Tropical Zone biome. Players can select from three difficulty levels - Co-Op Normal, Co-Op Hard, and Co-Op Brutal - crafted based on our internal playtesting results. More maps and functionalities will be added to this exclusive Beta build over time.



As much as we would love to give everyone access at once, it is not in anyone’s best interest. This is the first time ever that the Co-Op build has left the walls of the EXOR Studios office. We know that a lot of things are going to be broken. We know that there are many gameplay and balance issues. We also know that you will request many additional features to make the gameplay experience smoother. We expect to receive a ton of messages about these issues. We will have to read through all of them very carefully to make progress at a good pace. Adding more players to the test now would likely only duplicate reports about the most common issues, making it less likely that we get to see those rare reports that might pop up only once or twice. This is why we need to keep user numbers low at first.



However, as we progress and improve the game, we will give away more access keys to the Beta. New rounds of Beta keys will be given away at various points of the test. They won’t be tied to version releases or any specific days of the week. Once we feel we’re ready for more playtesters, we will hand out the keys. Keep an eye on your Discord inbox or email address! At first, we will limit these additional batches to a couple of dozen keys and increase the numbers as we go. By the end of the beta testing period, we want to give everyone who applied through our sign-up form access.

[h2]To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:[/h2]
We reserve the right to contact only select participants.



We have created a special Discord channel for Beta feedback and bug reports. The channel is visible to everyone to keep the process transparent. However, to keep the channel free from off-topic activity, only testers with a special role will be allowed to send messages there.

We have come a long way since the days of 25% movement speed and creatures getting stuck in limbo, but there still a long way to go!

[h3]What kind of feedback we’re looking for:[/h3]
  • Crash reports with detailed information. Please remember to provide your Discord nickname (in case we need to investigate further), information whether you were the server or the client, and what was happening in the game at the time of crash.
  • Your experience with playing over the web. Please include information about where the players and the server are located (general geographic area is fine e.g. my PC is in Poland, the server is in Germany and my friend is in France - no need to get into specifics).
  • Opinions about the game’s balance. What do you think about the strength of the attacks? How do you like the timers in-between waves? Are the bosses challenging?
  • What problems do you encounter in the game? Are there any things that are not properly explained? Where can we improve?
  • What social features would you like to see added? What would make it easier for you to communicate with other players?
  • Bug reports. Please report any strange situations or glitches you might encounter, such as disappearing creatures, flickering lights, or the UI not working properly.
  • Anything else that comes to your mind while playing. We are open to all kinds of suggestions, but the issues mentioned above are our priorities.


[h2]The next couple of months will be filled with rapid, iterative development, and you have a lot of influence on what the game will look like in its final shape. We’re looking forward to working with you![/h2]

EXOR Studios

Beloved ARPG and base builder The Riftbreaker details co-op update

Combining the action RPG combat of Diablo with the survival and base building of Satisfactory, The Riftbreaker is an impressive genre mash-up. It's a fast and fluid mix of ideas where you bounce between calm moments of construction and frantic fights, but you've always had to do this alone. That's not going to be the case for much longer though, as developer Exor Studios details all the mechanical changes coming to the new co-op mode, and you can still sign up to give it a try ahead of time. Best of all, The Riftbreaker is dirt cheap right now in a Steam sale.


Read the rest of the story...


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Co-Op Status Update August 2024

Hello Riftbreakers!


Thank you for the positive reception of our last Roadmap Update article. It was really heartwarming to see the comments section full of acceptance, understanding, and kindness. As we told you last time, online co-op mode for The Riftbreaker is our top priority. For most of the development time, we have been working on solving the technical issues and adapting the Schmetterling Engine for online play. Now, the technical issues are mostly sorted out. The Survival Mode is playable in co-op from start to finish, as we have done several times on stream. This means that we can finally start working on gameplay improvements to make the co-op mode fun and engaging. Let’s talk about some of the changes we have already implemented and our plans to ensure you always have something interesting to do when playing The Riftbreaker with your friends.

Working together you can build up and fortify your bases much more efficiently.

When we first started playtesting the multiplayer mode we were happy to just complete a run. More often than not, we would crash before finishing the mission, so there was not much point in making gameplay changes. However, as the months passed, we started completing co-op runs more and more often. Of course, we faced some issues here and there, but none of them were serious enough to affect the game’s playability. It quickly became apparent that when everything was working fine, four players could easily clear the entire map in just about an hour, build an impenetrable fortress and then start yawning and playing checkers. Some changes were necessary.

The majority of our testing has been done on the Brutal Survival mode. We are adjusting this difficulty level first. Don’t be afraid that we are going to make the game too difficult. The other difficulty levels will receive their individual treatments. You will still be able to customize the difficulty level. None of the changes are final, and we will make adjustments based on the feedback we receive from you during the beta. We know that different players have different preferences, and we’re not forgetting that!

Even early on, co-op will require you to work together to succeed. It's going to be Riftbreaker on overdrive!

The first thing we decided to change in the Survival Mode was the pace of gameplay. On most biomes, there is a seven-minute-long pause between attack waves. You can use that time to repair the base, build up your defenses, and prepare for the next round. It might seem obvious, but the more players we had, the less time it took us to rebuild and prepare, leading us to look for some additional challenges to pass the time while we waited for an attack to come. To combat this, we made quite a radical change, reducing the cooldown time from seven to just four minutes (for brutal difficulty - hard and normal have one and two minutes more). On paper, this change seems quite big, but in reality, it is more than enough time to maintain and upgrade the base - at least in Survival Mode.

Attacks with bosses get much more engaging. Apart from dealing with the main wave, you have to also pay attention to other parts of the base, which might be attacked by bosses.

We have also removed the attack waves tied to the Headquarters upgrades. We believe that they upset the rhythm of the survival run too much and allowed some unintended exploits. Previously, the players could trigger the HQ upgrade sequence and cancel an upcoming attack. After defeating the custom HQ attack, there would be a pause of a random length, allowing for even more time to build up the base and its defenses. With these attacks gone, players no longer have to worry about timing the HQ upgrade right. They can also comfortably predict when the next attack is about to come, even without looking at the timer, as nothing disturbs the mission flow. That leaves the players without any tangible reward for upgrading the HQ in Survival Mode. We are actively thinking about this, and we promise you will get something cool in return.

This boss unit has a 'Canceroth' skill that creates a barrier of little cells around it that serve as a shield. You will have to join your forces to beat it.

Another angle we chose to make co-op survival more engaging was the introduction of our prototype bosses. We told you about them in the previous article, but in short - we are experimenting with adding more challenging boss fights to the game. We prototyped a system that takes one of the biggest creatures we have in the game, gives them bonus stats, and anywhere between one and three special abilities. That can be a healing aura, damage resistance, or the ability to spawn meteor showers. A dynamic difficulty manager decides what kind of stats and abilities a boss gets. At present, we send out one boss every wave, plus additional ones when opening bioanomalies. This changes the anatomy of the fight. The team has to focus on the boss - otherwise, it will roll over the base. However, the base is also being attacked by the regular creatures from the attack wave. Players can split up or focus on one task at a time, but they must make sure that they can survive both of these aspects.

Even if you fail, you can always count on your friends to finish the job for you.

Speeding up attack waves and making them stronger via bosses definitely made the game more engaging but also quite difficult. We had to find a way to give players the tools they needed to survive. When we increased the difficulty level, we started dying more often as well. That lead to dropping weapons, often multiple times per wave. At times, we did not have any weapons left to use. We removed that penalty. Players no longer drop weapons upon death. This has a negative side-effect as well - it promoted kamikaze gameplay, with players running into hordes and blowing up for massive damage.

The solution to that is two-fold. First, we limited the power of the player’s death explosion. That’s already implemented. The second part is still in the works - we’re going to introduce a respawn cooldown. Players will drop a “wreck” after death. If someone interacts with it, the “owner” of the tombstone will be revived on the spot. Otherwise - they will have to wait a couple of seconds before joining the fray once again.

Bombing targets with the Mech's explosion is not a good play pattern, and we are looking into ways of fixing that.

One other major bottleneck when it came to survival were the crafting costs of various items. While it is true that you earn resources quicker in co-op mode, their amount is not infinite, and they are often sorely needed all around the base, leaving players with nothing to spare for improved weapons or armor. We have come up with a cunning plan to reduce the crafting costs of items according to the number of players. The more people you have in your party, the cheaper the weapons become, giving everyone a chance to craft something useful.

Getting caught out like this is harsh, but you can always teleport to any other player and continue the fight where you left off.

We also decided to pump a bit more resources into the economy to give the players a much-needed boost, especially in the early stages of the game. The small loot caches scattered across the map now respawn a couple of times during the Survival run. Thanks to this, it is beneficial to explore the map early, as opening one of these caches can pay for several important structures all at once. Additionally, we added an event that occurs several times during the run that respawns the opened loot caches. They respawn at random quality levels and their contents change between spawns. Collecting them in between attack waves can greatly offset the costs of rebuilding the base and growing your defensive network.

The fire damage aura that some bosses can get is one of the most spectacular things you can see in the game. Have fun dealing with that, though!

To make Co-Op play a more social experience, we have also increased the mobility of our players. Portals are a large part of The Riftbreaker’s gameplay. Placing them in strategic spots helps you move around the map efficiently and saves a lot of time. However, there will be some situations where you don’t have a portal at hand and a friend is in dire need of assistance. For this reason, we decided that every player is a walking portal that is always active. This means that when you open the minimap, you can simply click on any of the player icons and instantly join them to help with clearing a wave, opening a Bioanomaly, or simply exploring the map.

Every player acts as their own Rift Portal. That allows you to join the battle at any point and assist any of your teammates in a matter of seconds.

Another addition we are working on is a system of pings and emotes. We do have a live chat built into the game, and we are aware that most of the time, you’re going to do a voice chat while playing Co-Op. However, there are times when you can’t use voice chat, and there is no time to type anything into the chat. This is where the ping wheel comes in. It will feature some of the most useful phrases in multiplayer context, such as a warning or a call for help. After choosing one of these options, the server displays a message to all players and marks a location on the minimap. This way, you can communicate easily and efficiently. Please note that this is not the final shape of this feature - just a prototype.

There are probably plenty of things we will change and add over the course of the beta testing period of The Riftbreaker Co-Op mode. What we do and which direction we go will largely be shaped by your feedback, so make sure to sign up for the test!

[h2]To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:[/h2]
We reserve the right to contact only select participants.



Catch you next time!
EXOR Studios

Tower Defense Fest - The Riftbreaker is 45% off

Hello!



[h3]It is our pleasure to let you know that you can get The Riftbreaker at 45% off as a part of the Tower Defense Sale on Steam. This historically highest discount is accompanied by an additional promotion on our two large story DLCs: Metal Terror and Into the Dark, both at 30% off.[/h3]

https://store.steampowered.com/app/780310/The_Riftbreaker/

The Riftbreaker is a base-building, survival game with Action-RPG elements. You are an elite scientist/commando inside an advanced Mecha-Suit capable of dimensional rift travel. Hack & slash countless enemies. Build up your base, collect samples and research new inventions to survive.



If you would like to see whether this game is right for you, check out our free The Riftbreaker: Prologue. It features a self-contained training mission, which is designed to take you through the gameplay basics, as well as show you what the game has to offer.

[h2]Get the demo here:[/h2]

https://store.steampowered.com/app/1293860/The_Riftbreaker_Prologue/



If you own The Riftbreaker, but are missing some of the DLCs, you can take advantage of an additional 15% discount when buying the Complete Edition bundle.

https://store.steampowered.com/bundle/26959/The_Riftbreaker_Complete_Pack/

See you on Galatea 37!
EXOR Studios